Jump to content

Recommended Posts

Posted
On 10/19/2024 at 1:32 PM, KKSSL said:

Do i need this one first,
 

 

And overwrite with this one ?

Or do i just use the second one ? I don't get it i may be stupid.
You say
"

"
but it's named as a "fix" for the 0.5 Tweak so i assume i need the original tweak first could you clarify that for me pls.

Edit:
Oh and what's this one then

 

Only install the 'fix', loaded after raiderpet. It's pretty much a tweak v0.6. It has all the files of the tweak, just with fixes applied.
Sorry about that I messed up when I named it "fix" instead of just increasing the version number.


The post you linked is me talking about a change I was in the middle of for the fix. The current fix addresses what I was discussing and you can ignore it. The main post to pay attention to is this one:


 

On 10/20/2024 at 7:01 PM, Joe_Oni said:

 

A while back, I realized this mod never triggered for me. 

 

I restarted my current game as I discovered around 12 unique and supposedly protected npcs dead behind bunker hill (wtf)

 

I decided to checked the thread and saw your fix and lo and behold the mod triggered. 👍

 

I was a bit confused as the 1st raider  never handed my pc off. after about 10 events I just moved my pc to the boss. The first time I was handed over to "Lucky". After a couple of events, he suddenly vanished at the end of aaf scene and when I finally from him, he was at the boss area and he turned into a female (?) I had to run recycleactor, then kill, resurrect, disable, enable to get a functional male npc.  (with really shitty pathfinding)

 

1st mission with lucky...

 

Since I use WotC, there are large groups of enemies, I set lucky to essential as I have found other  "protected" npcs dead. I also gave him a better gun and later grenades. I removed the essential tag when we returned cause I was planning a to kill everyone later.

 

Then I went out with Fido and his escort. set  them essential and did the mission. was surprise the interaction with Fido was after  the meeting. Would have thought the Fido event would have been better at the leader or raider group. Anyway removed the essentail tag at the red rocket near the base. 

 

Met the Boss and got the entertain Fido mission. Noticed that the mission icon pointed outside and saw Fido was still 80 paces away. Got half way and the collar triggered..boom.

 

reloaded and this time free cammed to find "Fido" dead by the road, resurrected and moveto player, did the mssion. Go back the boss, get the lucky betrayl mission, said he knew about poison? never used any... (after 5 drug events the boss was still going strong so I ratted out soon to be dead lucky) and got the fido mission again. This time, Fido was still outside but I can't find him. still had the codes so brought him back. This time after the mission I placed him back by the boss.

 

Then it got weird........clicked on the boss and got a taking animation without text, clicked on fido and got his mission prompt, did it again. clicked on the boss, got a couple generic messages then nothing. I checked and saw I had an escort mission but no pointer to the escort. I wonder if the escort was dead somewhere outside 

 

Anyway, said screw it, armed a couple of commonwealth captives, freed them  and let them kill their way out. Only Fido was left in the boss area and after breaking the key in to collar I thought about recruiting Fido, shot him and my collar promptly exploded. time for a break

 

__________________

 

So thanks for the fix, I'd been wondering what the mod was like and for whatever reason my modlist/loadorder would never trigger it. I did get the feeling that a pc could easily transfer to NukaRide from the events in the mod though the version of NukaRide I tried was a fairly earily version. 

 

thanks again

 

 

 

 

 

 

 

 


Yea, the mod (and especially the tweak) is not super robust and its super easy for something to happen it doesn't expect. Like your instance of the dog walking outside of the cell the the pc is captive to, and if they leave they die.  The only thing that disables the geo-fencing of the collar is the truce mini-quest, so if the cell is weirdly shaped then the collar will pop from just walking around normally sometimes since you technically "changed locations".

The hyper strict geo-fencing is something I personally like, but I'm not smart enough to come up with a better way to do it that wouldn't have its own issues.

As for Nuka Ride, a better transition into it  is JB's other mod Commonwealth Slavers. Some of its endings even point you to it and then NR even references it in a few places.

 

For Raiderpet itself to trigger, you want AAF Violate. Or you need to dump everything in your weapons tab then change locations (fast travel or walk for a bit), then just talk to a raider in a camp, the line you want them to say is "well what do we have here."

Posted

Downloaded the newest raider tweak. Using NAF I can't seem to get it to surrender to raider and they always see me as hostile. the normal raider pet works just fine for some reason with NAF

On 10/26/2024 at 12:56 AM, lordbuttcheese said:

 

Only install the 'fix', loaded after raiderpet. It's pretty much a tweak v0.6. It has all the files of the tweak, just with fixes applied.
Sorry about that I messed up when I named it "fix" instead of just increasing the version number.


The post you linked is me talking about a change I was in the middle of for the fix. The current fix addresses what I was discussing and you can ignore it. The main post to pay attention to is this one:


 


Yea, the mod (and especially the tweak) is not super robust and its super easy for something to happen it doesn't expect. Like your instance of the dog walking outside of the cell the the pc is captive to, and if they leave they die.  The only thing that disables the geo-fencing of the collar is the truce mini-quest, so if the cell is weirdly shaped then the collar will pop from just walking around normally sometimes since you technically "changed locations".

The hyper strict geo-fencing is something I personally like, but I'm not smart enough to come up with a better way to do it that wouldn't have its own issues.

As for Nuka Ride, a better transition into it  is JB's other mod Commonwealth Slavers. Some of its endings even point you to it and then NR even references it in a few places.

 

For Raiderpet itself to trigger, you want AAF Violate. Or you need to dump everything in your weapons tab then change locations (fast travel or walk for a bit), then just talk to a raider in a camp, the line you want them to say is "well what do we have here."

.

Posted
3 hours ago, Johnny SIlverhand Pistol said:

Downloaded the newest raider tweak. Using NAF I can't seem to get it to surrender to raider and they always see me as hostile. the normal raider pet works just fine for some reason with NAF

This is a normal issue for a lot of folks. It has nothing to do with the animation framework used. It's generally because the game isn't registering you as unarmed.

Have yo tried setpqv RaiderPetDialogueQuest forceDisarm true ?

Posted
4 hours ago, Johnny SIlverhand Pistol said:

I can't seem to get it to surrender to raider and they always see me as hostile.

You can enforce "surrendering".

Use following command in game console in the location next to raiders:

cqf RaiderPetDialogueQuest MakeCaptive

It ignores your "armed" state.

Posted

Yeah tried it again and the command doesn't work for some reason. I can see the mod active in my ingame mod manager and its settings but it doesn't work in game. The raiders are friendly sometimes but when i try to talk to them it doesn't work. I can't imagine it being a load order issue but who knows. I don't understand why it isn't working. Also it says something about the raider pet esm or esp i don't remember not being active when i try reload an old save and test it with the newer patch which doesn't make sense because raider pet is enabled in my MO2 and so is the esp. Maybe a mod conflict but i can't imagine what it is.

16 hours ago, Dlinny_Lag said:

You can enforce "surrendering".

Use following command in game console in the location next to raiders:

cqf RaiderPetDialogueQuest MakeCaptive

It ignores your "armed" state.

 

Posted
55 minutes ago, Johnny SIlverhand Pistol said:

Also it says something about the raider pet esm or esp i don't remember not being active when i try reload an old save and test it with the newer patch which doesn't make sense because raider pet is enabled in my MO2 and so is the esp.

I can't say anything about MO2, but game can't lie. Game can't find appropriate files esp file. Perhaps, because of MO2 misconfiguration of something like that. Try to look in this direction.

 

And some note about my advice: after execution of the command you need to talk to a raider to initiate quest sequence.

Posted
1 hour ago, Dlinny_Lag said:

I can't say anything about MO2, but game can't lie. Game can't find appropriate files esp file. Perhaps, because of MO2 misconfiguration of something like that. Try to look in this direction.

 

And some note about my advice: after execution of the command you need to talk to a raider to initiate quest sequence.

I mean i don't understand how Raider pet just works perfectly. then i install the patch and my game acts like it isn't installed. i even moved it to the very bottom of my load order. I don't know if its a NAF issue where i might have messed up like maybe i have to use nafcator or whatever its called again with it installed. like naf works fine in my regular install with no patch. There has to be a compatibility issue somewhere i think. All i do is install the patch into mo2 i don't edit anything else.

Posted
On 10/26/2024 at 12:56 AM, lordbuttcheese said:

 


As for Nuka Ride, a better transition into it  is JB's other mod Commonwealth Slavers. Some of its endings even point you to it and then NR even references it in a few places.

 

For Raiderpet itself to trigger, you want AAF Violate. Or you need to dump everything in your weapons tab then change locations (fast travel or walk for a bit), then just talk to a raider in a camp, the line you want them to say is "well what do we have here."

 

I've tried Commonwealth Slavers but I stopped at a certain point. Can't remember what but I didn't like the feel. Not for my playstyle..

 

As for triggering raider pet, I did all you said to do, Never got the trigger line.  Probably a mod conflict.

 

after the ending glitch, I basically restarted and haven't trigger raider pet but at least I know it's a possible outcome, (still saving rat poison, though I never got the chance to use it, really like the idea of poisoning everyone)

 

  • 2 weeks later...
Posted
On 8/3/2024 at 1:03 AM, lordbuttcheese said:

UPDATE 3:
Wow, this took way too long, life got in the way. But I'm pretty sure what I've done hasn't added any new bugs. Most of the time was spent thinking rather than modding.

I've been testing it and am on my 3rd capture in a single game, haven't noticed anything new as a bug, it's been remarkably smooth.  Hopefully whatever comes next just keeps making it better!!

Posted (edited)
On 10/31/2024 at 1:13 PM, deathmorph said:

My character doesn't wear a collar, but I can still hear the sound of my wearing a collar. The ignition.
I have installed the main mod and the last fix.

 

Do you have Devious Devices installed? If not it's like stobor wrote in the very first post: 

"If you don't have Devious Devices loaded, you'll have to use your imagination for the collar, and there won't be any keys to find.  In that case, the timer will be disarmed as soon as hostilities resume.  So DD is strongly recommended - but it isn't a hard dependency."

 

Edit: typo

Edited by hamtidamti_onthewall
Posted (edited)

@stobor Thank you so much for this wonderful, super immersive quest! I really enjoyed playing it and feeling with my character. 

 

I encountered two minor glitches:

 

1) The quest "Find Lucky and return to the camp" after being offered as a gift for the truce did not complete after returning together with him. Luckily, the quest line progressed nevertheless, though. 

 

2) The last quest of the raider boss (Gone dancing) didn't finish when the boss died of poisoning after the gang bang.

 

I guess, I can finish them via the console but wanted to let you know in case you are still working on this fabulous mod. 

 

P.S.: Just to exemplify the intensity of my journey, I'm adding three pictures; before my departure to the Corvega assembly plant, 3 days later 😰, and finally as a black widow on a path of revenge 😠

 

Melissa_before.jpg

Melissa_3-days-later.jpg

Melissa_black-widow.jpg

Edited by hamtidamti_onthewall
Posted
4 hours ago, hamtidamti_onthewall said:

Hm. Maybe try to equip the DD collar outside Raider pet to see whether it might not work due to another mod. 

 

I haven't had any RP kidnappings yet, as I don't do them on purpose. However, I know that without the fix, the beeping doesn't happen without a collar. I've played 40 levels without the fix, so I'm confident that the beeping is related to the fix.


It would be nice if the modder took another look at this fix

Posted
21 hours ago, deathmorph said:

 

I haven't had any RP kidnappings yet, as I don't do them on purpose. However, I know that without the fix, the beeping doesn't happen without a collar. I've played 40 levels without the fix, so I'm confident that the beeping is related to the fix.


It would be nice if the modder took another look at this fix

I do also get the beeping even without the collar. It is related to the fix. I've just come to ignore it or to RP with it.

Posted

Raider Pet won't work for me.  I am trying at corvega and have nothing equipped at all.  Raiders are always hostile.  The only way I can get the starting dialogue to work is after an aaf violate surrender but even then, after the dialogue ends no collar is placed on and every raider becomes hostile once again.   Another issue I have noticed is jun keeps saying he has the note from corvega but never gives it to me and then just infinitely try's to starts the same dialogue.  

Posted

Unfortunately, Raider Pet tweaked version disables generic dialogues with NPC for me. Those that have dialogue options (companions, quests, merchants) work fine, but greetings and other interactions are disabled. Non tweaked version of Raider Pet does not disable dialogues.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...